• Title/Summary/Keyword: 초등 프로그래밍 교육

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A Smart r-Learning teaching model developed using classroom SNS and Smartphone (학급 SNS와 스마트폰을 활용한 Smart r-Learning 교수학습 모형 개발 및 적용)

  • Lee, Jae Inn;Yoo, Seoung Han
    • Journal of The Korean Association of Information Education
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    • v.17 no.1
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    • pp.33-42
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    • 2013
  • Various methods of Smart education were tested on students in Elementary and Middle schools, as Smart learning expands. In this paper, we analyzed a Smart r- Learning-teaching model that utilizes Bluetooth and Class SNS, for students. We focused on all aspects that students found easy to program, on controlling the Bluetooth-connected robot with a smartphone, as well as on a diversity of opinions related to using Class SNS in the robot class without time constraints. Subsequently, we attempted to apply the developed a Smart r-Learning program to the classes of students, We undertook a t-test for students to find out whether it helped them enhance their creative thinking and investigated their satisfaction with the class. As a result, the study showed that students' satisfaction with a Smart r-Learning class is exceptionally high, at 96%, and students' creative thinking and programming skills in order to control improved markedly.

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Analysis of Finnish mathematics textbooks on movement of a point: Focused on spatial orientation elements (점의 이동에 대한 핀란드 수학 교과서 분석: 공간 방향의 요소를 중심으로)

  • Kwon, Misun
    • The Mathematical Education
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    • v.62 no.3
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    • pp.417-433
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    • 2023
  • In the 2022 revised mathematics curriculum, a new content on 'Movement of a point' was added. Therefore, this study analyzed the contents of the movement of a point presented in Finnish mathematics textbooks as elements of spatial orientation. Analysis was conducted by dividing it into direction, distance, and route. As a result of the study, in Finnish textbooks, directions were expressed in various ways, such as linguistic, visual, and coded expressions. In the case of distance, activities to move as much as the distance or compare the distance were presented using the number of cells, length, steps, coordinate points, ratio, etc. In the case of routes, activities such as moving according to instructions, making routes, finding the route, and modifying the route were presented using unconditional movement and conditional movement. In particular, the movement of a point could be linked not only to various mathematical content areas such as 'number and arithmetic' and 'change and relationship', but also to digital literacy and programming education. Knowing that the movement of a point can be presented in various ways according to the direction, distance, and route, it is expected that it can be used to organize the contents of the 2022 revised mathematics textbook.

A Study on Correlation Analysis of Academic Performance per Subject for the Gifted Children in IT (정보영재아동의 과목별 성적 상관관계 분석 연구)

  • Jun, Woochun
    • Journal of Gifted/Talented Education
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    • v.23 no.3
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    • pp.407-419
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    • 2013
  • In current knowledge-based society, development and growth of IT-related industry is essential for a nation's competitiveness since it's economic power depends on IT industry in many countries. A success of IT industry depends on a few IT geniuses like Steve Jobs and Bill Gates. Thus, it is necessary to identify and foster gifted children in IT as early as possible. The purpose of this paper is to identify the correlation of academic performance per subject for the gifted children in IT. The analysis is focused on three subjects, that is, Information, Science, and Mathematics, respectively. For this purpose, the gifted children are selected and analyzed in a gifted science education center attached in a university at Seoul Metropolitan Area. The analysis results show that there is meaningful correlation among three subjects. That is, if high scores in a subject means high scores in other subjects. For instance, a gifted child with high scores in Information got high scores in Science and Mathematics. The result will be useful to improve selection examinations and curriculum for gifted education in IT, for inclusive education and convergent education.

Factor Analysis of Elementary School Student's Learning Satisfaction after the Robot utilized STEAM Education (로봇 활용 STEAM 교육에 참가한 초등학생들의 학습지속 요인분석)

  • Shin, Seung-Young
    • The Journal of Korean Association of Computer Education
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    • v.15 no.5
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    • pp.11-22
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    • 2012
  • This study aimed to analyze applying TAM model the process that flow factors such as 'harmony of challenge and technology' exert effects on learners' attitudes of keeping learning in STEAM class employing robots. For the study, the 'Energy and Tools' chapter of the science textbook for the 6th grade's second semester was re-arranged, and applied for 189 students, and among them, only the 174 usable data were used for the analysis. As a result of analysis, students' learning immersion factor(factor of harmony of challenge and technology) had deeper effects on the factor of ease of learning than usefulness of learning and this in turn, had an effect on their intention to keep learning ultimately through the factor of value of learning as the study found. As a result of research, it was found that for indications identified, in order to use robots in STEAM class, for the students' intention to keep learning, it's essential for learners to have proper and active attitudes towards learning and basic knowledge of robots, and aspects of values should be considered that based on this, robot can assist in learning and affect results of learning in STEAM class. On the other hand, the factors of ease of learning and the combination of the challenge and technology do not gives direct (+) effect on the intention to continue learning and the value for learning, respectively. However, each of the two factor has indirect influence on each of the dependent variable within the significant range, which is the reason the author includes the result of the analysis.

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Development and Application of the Mathematically Gifted Student Learning Program Utilizing App Inventor for Self-directed Learning Ability (자기주도적 학습능력의 향상을 위한 앱인벤터 활용 수학영재프로그램의 개발과 적용)

  • Lee, Jae-Jun;Yoo, In-Hwan
    • The Journal of the Korea Contents Association
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    • v.16 no.6
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    • pp.1-8
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    • 2016
  • Strengthening self-directed learning ability is established as one of the goals of gifted education in Korea. In addition, it should be noted that self-directed learning can be realized in variety of ways as favorable conditions and environments are fostered to provide gifted education utilizing program. in the recent days. But, gifted learning programs for programming are programmed for information gifted student. Therefore, we have analyzed in this study the effects of improvement on self-directed learning ability of mathematically gifted student through class utilizing app inventor program for self-directed learning ability. Built up from the 4th and 5th grade to elementary math one class for gifted children complete by making math quiz, we use the app inventor to activity. The result of experiment showed very significant difference in the post-survey to less than .002 in the pre-survey in terms of three domains, which are intrinsic motivation, the openness of learning opportunities and autonomy which corresponds to sub-elements of self-directed learning ability. We could verify from the result of the study that mathematically gifted student learning program utilizing app development activity have positive effects on self-directed learning ability of mathematically gifted students.

Students' Perception of Scratch Program using High School Science Class (스크래치를 활용한 고등학교 과학 수업에 대한 학생 인식)

  • Noh, Hee Jin;Paik, Seoung Hye
    • Journal of The Korean Association For Science Education
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    • v.35 no.1
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    • pp.53-64
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    • 2015
  • This research was performed of high school science classes. These science classes progressed by using Scratch, and surveyed students' perception after finishing each class. This research was conducted of male students who want to choose department of natural science in the next grade. Those classes are consisted of four classes. This study produced a journal, and contained expressions of their thinking and feeling based on experiences during attending classes and projects. Consequently, that journal was analyzed in view of understanding and perception of Scratch using science classes, and it was also included of utilizing Scratch program. Research shows following three conclusions. First, students preferred Scratch using class to general one. They attend more active with high interest, and they felt senses of accomplishment while they make output by themselves. Second, their studies passed through three stages. These are problem perception, problem solving, and producing. Problem solving stage is especially complicated and difficult stage to students. This stage is consisted of Scratch side and Science side. Scratch side has Design and applying process, and Science side has data gathering and analyzing. Students' comprehension of scientific knowledge is increased and is preserved long time through this stage. Last, students had a hard time using Scratch. Because, it is the first time to them to use that program. Therefore, we deemed that they needed to start this kind of experience at lower grade than they are now, such as middle school stage. It is expected that this type of classes are getting more expanded and more populated as a part of students' core ability.

The Analysis of Informatics Gifted Elementary Students' Computational Problem Solving Approaches in Puzzle-Based Learning (퍼즐 기반 학습에서 초등정보영재의 컴퓨팅적 문제 해결 접근법 분석)

  • Lee, Eunkyoung;Choi, JeongWon;Lee, Youngjun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.1
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    • pp.191-201
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    • 2014
  • The purpose of this study is to propose strategies of puzzle-based learning for Informatics gifted education through analyzing Informatics gifted elementary students' computational problem solving approaches in puzzle-based learning contexts. Six types of educational puzzles, which are constraints, optimization, probability, statistically speaking, pattern recognition, and strategy, were used in teaching 14 Informatics gifted students for 8 sessions. The results of pre and post test and each students' answers were analyzed to identify why students were not able to solve the puzzles. We also analysed what essential computational strategies are needed to solve each type of puzzles, and what students did not know in solving puzzle problems. We identified some problems caused by puzzle representation methods, and various students' intuitions that disturb puzzle solving. Also, we identified essential computational strategies to solve puzzles: backtracking, dynamic programming, abstraction, modeling, and reduction of big problem. However, students had difficulties in applying these strategies to solve their puzzle problems. We proposed the revised puzzle-based learning strategies, which is based on the improved problem representation, just-in-time cognitive feedbacks, and web-based learning system.

An Exploration of IT Convergence Methods for School Forests Education (초, 중등 학교 숲 활용 교육을 위한 IT 융합 방안 탐색)

  • Kim, Sung-Ae
    • Journal of Convergence for Information Technology
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    • v.9 no.6
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    • pp.112-120
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    • 2019
  • The purpose of this study is to explore educational methods for elementary, middle and high schools using school forests via IT convergence. To this aim, we reviewed the previous literature on education using school forests to identify the problems with the existing education using school forests, and conducted interviews with experts to analyze the demands. we proposed an educational method that can utilize the school forests via IT convergence, and explored its validity through content reviews conducted by experts. The findings of this study are as follows. First, we proposed the IT convergence instruction focused on hands-on activities on top of the existing educational contents. Second, we proposed IT convergence instruction that incorporates diverse materials, physical computing tools, and programming tools. Third, we presented methods for utilizing such IT convergence instruction in connection with various elements of the 2015 Revised Curriculum as well as with various other activities such as middle school free semester activities and after-school activities. The school forest is a crucial learning space for the areas related to agriculture and biotechnology. Thus, we anticipate that the IT convergence instruction proposed in this study will lead to the re-discovery and re-evaluation of a value of school forests as an educational space that contributes to fulfilling the objective of the 2015 Revised Curriculum to nurture creative convergent talent.

A Study on Contents of Information Science Curriculum (정보과학 교과 내용체계에 관한 연구)

  • Kim, Kapsu;Kim, Chul;Kim, Hyun-Bae;Jeong, InKee;Jeong, Young-sik;Ahn, Seonghun;Kim, Chong Woo
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.161-171
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    • 2014
  • The Computer Education in Korea since 2000 mainly were 'how to use computer tools', Computer education from 2005 to emphasize problem-solving and programming, but did not perform well, and In 2010 it was not compulsory computer training. Thus, our country have training elementary and middle school students for computer education without creating a curriculum content of computer. U.S. and UK educate students computer training to foster future generations the essential core competencies to be recognized as a new educational curriculum. In this study, the basic course in computer studies of Korean is proposed as Information Science. Information science subject from middle school to first grade curriculum is consistently able to study was composed. The subarea of information science curriculum computer systems, software production, the fusion activity. The computer system is composed of 18 subdivisions, software production is composed of 11 subdivisions, and fusion activity was composed of 15 subdivisions. The results of the students' school life and social life in the future core competencies necessary to be available to train.

Art based STEAM Education Program using EPL (EPL을 활용한 예술 중심의 STEAM 교육 프로그램)

  • Jeon, SeongKyun;Lee, YoungJun
    • Journal of the Korea Society of Computer and Information
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    • v.19 no.4
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    • pp.149-158
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    • 2014
  • The rapidly changing 21st-century knowledge and information society is emphasizing converged education that crosses various academic fields. In particular, the society expected the cultivation of the talent who balance scientific creativity and artistic sensitivity by adding arts to the existing converged education revolving around science and technology. However, at present, most STEAM education has been actively conducted with a focus on science and technology, whereas the subject of arts has been regarded or utilized as a supplementary means. Its problem is that the educational characteristics and values of art education have not been effectively utilized in educational terms and this could lead to superficial integrated education. In this respect, this study had the knowledge of various fields, such as science, technology, and mathematics, utilized usefully during the process of experiencing and creating arts. Accordingly, this study designed an education programs as with the case of Nam-Jun Baek who expanded the dominion of arts by creatively utilizing his own time's scientific technologies. In this educational process, the target program was developed in a manner that enables EPL to be utilized essentially as the study's knowledge-based tool and medium. The results of applying this educational program in 5th-grade elementary school students showed that the program has positive effects on the creative attributes of the students.